Paladin: Oath of the Chosen in Midgard | World Anvil

Paladin: Oath of the Chosen

The Oath of the Chosen creates a bond between the paladin and the god Aten, and to Nuria Natal, the land of his chosen people. Other adherents of the faith refer to these paladins as bright blades or shining lords. Members of the order spend their time countering threats to Nuria Natal and preventing the Mharoti from gaining a foothold in the east. With that threat currently at low ebb, bright blades now patrol the roads running along the River Nuria as well as the trade routes in the Crescent and Sarklan deserts.

Tenets of the Chosen

Aten is a strict patron who demands his chosen adhere to the following tenets:
Defend the Land. Scour all threats to Nuria Natal before they corrupt the holy land.
Defend the People. A threat to the people of Nuria Natal is a threat to the land itself. Purge the holy land of all that would defile its people. Defend Your Faith. Aten is the light of the world. Anything that makes a mockery of you or Aten is a threat to both his chosen land and his chosen people.
Be the People’s Beacon. The lands are rife with corrupting influences. Be the torch that guides the chosen people to enlightenment.

Oath Spells

You gain oath spells at the paladin levels listed.  
Level Spells
3rd healing word, shield
5th augury, scorching ray
9th beacon of hope, haste
13th guardian of faith, resilient sphere
17th flame strike, hallow

Channel Divinity

When you take this path at 3rd level, you gain the following two Channel Divinity options.
Cradle of the Land. When you can see a creature within 60 feet of you that has 0 hit points, you can use your Channel Divinity as a reaction to restore hit points to it. The number of hit points it regains equals 1d8 + any number of hit points that you expend from your Lay on Hands pool.
Star of Sand and Sun. As a bonus action, you can create a magical glass morningstar in your hand that lasts for 1 minute. On a hit, the weapon deals 1d8 piercing damage plus 1d4 radiant damage and 1d4 force damage. On a critical hit with this weapon, you can choose to deal extra damage as normal for a critical hit, or you can choose for the weapon to shatter. Your target and creatures within 20 feet of them that are hostile to you must roll a Dexterity saving throw against your spell save DC, suffering 4d6 radiant damage and 4d6 force damage on a failure or half damage on a success. The extra damage you deal increases to 2d6 radiant damage and 2d6 force damage at 15th level, and the critical damage from shattering the morningstar increases to 6d6 radiant damage and 6d6 force damage. You can dismiss the weapon on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, the effect ends.

Bastion of Force

Beginning at 7th level, when you hit a creature with a Divine Smite, you or a creature of your choice that you can see within 10 feet have resistance to all damage dealt by that creature until the beginning of your next turn. At 18th level, you can choose a creature within 30 feet.

Divine Beacon

Starting at 15th level, when you use Divine Sense, you can attempt to draw some or all of the celestials, fey, and fiends you detect to you. As a free action, you beckon as many of the creatures as you wish within 60 feet. Each must succeed on a Wisdom saving throw or be compelled to move toward you as fast as they can for their next turn.

Vitrified Guardian of the Chosen People

At 20 level, as a bonus action, you can take on a translucent, glassy form for 1 minute. While you are in this form, you gain the following:
  • You have resistance to acid, necrotic, and poison damage.
  • You are immune to radiant damage, and when you are the target of a spell that deals radiant damage, you can choose up to two other creatures within 30 feet to be targets of the effect instead.
  • You are immune to the blinded condition.
  • When you use your Lay on Hands or Cradle of the Land features and restore any number of hit points to a creature, you can choose a second creature that you can see within 60 feet to regain an equal number of hit points.
Once you use this feature, you can’t use it again until you finish a long rest or you expend a 5th‐level spell slot to regain the use of it.

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